[mwip] Player Model

enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
edited July 2003 in NS Customization
<div class="IPBDescription">need some help.</div> I didn't like the original marine head too much to i took a DOD head and hat and make a headset to go with it. I've managed to get it to compile so it's ready for use except i don't know how to add a different face like the original had a white and black skin. I want to know how to get them to alternate in game. If someone could help me out that'd be great.

Pic:
<img src='http://enforcer.onestop.net/neck.gif' border='0' alt='user posted image'>

For the mean time you can get it <a href='http://enforcer.onestop.net/soldier.mdl' target='_blank'>here</a>

All it needs is alternating faces. Help!

Comments

  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    edited July 2003
    sorry original post had a bunch of errors. i just fixed them and updated the post. It's now ready for use. I still want to add an alternate skin for the head like the black skin. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Credit goes to the dod team for the head. I'll have a proper readme when i release it with both skins <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    the different heads are submodels (basically a replacement mesh) and in game the code randomises which head is used at any one time. all you have to do is make two heads and recompile the model. if you have any difficulty just look at the decompiled normal ns qc file it shows the submodel part.
  • CartmanCartman Join Date: 2002-11-09 Member: 7895Members
    That kinda looks like Lt. Gorman from Aliens. Good job on it!
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    i plan on recoloring the hat and adding a logo in the final release. I'm surprised i havn't got more comments so far <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    edited July 2003
    Accually blue your wrong, put something like this in the .qc right below the reference meshes

    $texturegroup skin
    {
    {"whiteface.bmp}
    {“blackface.bmp”}
    }

    Save the .qc, then make two .bmps, a white colored face and a black colored face, the white one called whiteface.bmp and the black one called blackface.bmp (obviously), then compile like normal. Open your marine in HL Model Viewer, click on the Body tab, then go down to where it says Skin 1. Click on that, and a drop down thing should come down, there should be Skin 1 and Skin 2, alternate between the two and make sure the face alternates between white and black and your good.
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
    yep, theyre skin groups
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    so ns used texturegrouping instead of submodels eh? id assumed they had done it the other way, ive never decompiled a ns player before as i usually make my own, not alter the originals. only certain hl models used that texturegrouping in the original hl, the majority of changes in appearance are usually submodels.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    <!--QuoteBegin--SnO0Py+Jul 13 2003, 12:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SnO0Py @ Jul 13 2003, 12:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Accually blue your wrong, put something like this in the .qc right below the reference meshes

    $texturegroup skin
    {
    {"whiteface.bmp}
    {“blackface.bmp”}
    }

    Save the .qc, then make two .bmps, a white colored face and a black colored face, the white one called whiteface.bmp and the black one called blackface.bmp (obviously), then compile like normal. Open your marine in HL Model Viewer, click on the Body tab, then go down to where it says Skin 1. Click on that, and a drop down thing should come down, there should be Skin 1 and Skin 2, alternate between the two and make sure the face alternates between white and black and your good. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thanks <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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